Alchemica - Introduction

Before we start our development blogs, we want to share our insight about us and the game.

What is Alchemica?

Alchemica is a game being worked on by a development team consisting of two people for several years.

It is a free RPG game for Android with some unique takes. Players take the role as Charlotte, a young alchemist striving to become a successful merchant.

During the course of the game, she can use materials taken from the world to craft various potions and bombs. These items can then be used for battles. The main idea is that she doesn't use conventional weapons, instead relying on her own expertise in crafting items to defeat monsters and gain loots in the form of more materials from them, thus repeating the cycle.

Charlotte also owns a store, the one she wants to build reputation on. She can directly sell loots taken from dungeons for gold, or use the time to craft better items as they are worth more. Visitors will come to her store, and she must haggle with them to win her hard-earned gold coins.

What does Alchemica looks like?

As a die-hard fans of classic JRPGs, Alchemica is entirely made with hand drawn pixel-art to emulate that retro look that we hold dear. Battles are drawn out in that classic turn-based style, while dungeons are randomly generated.

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I'm creating a 2D game engine using Vulkan.
I've been looking at how to draw different textures (each GameObject can contain its own texture and can be different from others). In OpenGL you call glBindTexture and in vulkan I have seen that there are people who say that you can create a descriptor for each texture and call vkCmdBindDescriptorSets for each. But I have read that doing this has a high cost.
The way I'm doing it is to use only 1 descriptor for the Sampler2D and use a VkDescriptorImageInfo vector where I add each VkDescriptorImageInfo for each texture and assign the vector in pImageInfo.
VkWriteDescriptorSet samplerDescriptorSet;
samplerDescriptorSet.pNext = NULL;
samplerDescriptorSet.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
samplerDescriptorSet.dstSet = descriptorSets[i];
samplerDescriptorSet.dstBinding = 1;
samplerDescriptorSet.dstArrayElement = 0;
samplerDescriptorSet.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
samplerDescriptorSet.descriptorCount = static_cast<uint32_t>(samplerDescriptors.size());
samplerDescriptorSet.pImageInfo = samplerDescriptors.data();
//samplerDescriptors is the vector
Using this, I can skip creating and binding a descriptor for each texture but now I need an array of Samplers in fragment shader. I can't use sampler2DArray because each texture have different sizes so I decided to use an array of Samplers2D (Sampler2D textures[n]). The problem with this is that I don't want to set a max number of textures to use.
I found a way to do it dynamically using:
#extension GL_EXT_nonuniform_qualifier : enable
layout(binding = 1) uniform sampler2D texSampler[];
I never used this before and don't know if is efficient or not. Anyways there is still a problem with this. Now I need to set the number of descriptor count when I create the descriptor layout and again, I don't want to set a max number you can use:
VkDescriptorSetLayoutBinding samplerLayoutBinding = {};
samplerLayoutBinding.binding = 1;
samplerLayoutBinding.descriptorCount = 999999; <<<< HERE
samplerLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
samplerLayoutBinding.pImmutableSamplers = nullptr;
samplerLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
Having said that. How can I solve this? Or which is the correct way to do this efficiently?
If you need more information, just ask.
Thanks in advance!

Hello,
We are an American based videogame development team that crafts games utilizing neural networks, handcrafted art, studio quality audio, and immersive storytelling to provide the player with an unforgettable experience. Our current team comprises of a Software Engineer, Designer, Producer, Audio Engineer, and a systems admin. Obviously we are missing an art staff! Now, that being said, we have outsourced our concept art for the game to an experienced artist. We are wanting talent to join us to take it the rest of the way with animation and art. If you are interested in joining the team and feel that you are ready to work along a committed team, send a sample of your work and contact information to HereticRecruitment@HereticArts.com.
Job Specifics:
General:
Unpaid. This is normal. We all have fulltime careers outside of the team, but if there is money to be made upon release, it will be split evenly - no questions asked.
All expenses are paid by Administrative Team (GSuite account). So no worries - We want someone to join, have fun and create with us!
Expectations of meeting weekly (via internet) and taking direction from producer.
Open minded
Skill sets:
Experience in designing and creating character art.
Full adobe suite.
Maya experience preferred.
Experience with developing for the Unity Engine.
Willing to work with design team to incorporate their ideas into art.
Knowledge of game design documentation and how it pertains to art creation.
In depth sprite animation knowledge.

Hello Friends!,
I'm looking for enthusiastic Java Programmers and 2D Artist that have nice attitudes and are in love with their work.

What the Project is about
I want to make this project very flexible and beneficial for all my partners, so we will be working on a basic 2D Gaming library that can be used to easily create fantastic 2D games. (in our vision)
and while this library is under development we will be creating a 2D farm game to test the libraries features, this will be officially the first game we are going to release using our library.
-----------------------------------------------------------

I don't really prefer any advance skill sets just these basics.
Java Programmers
1. Really understand the core concepts of Object Oriented Programming (The most important to me, Im looking for partners that can create core classes the rest of the project will use)
2. Understand how a Thread is created, handled and ran safely. (This isn't super important because threads are already setup, but you will need to know how to handle them)
3. Understand how to 2D graphics are created, handled and drawn safely. (graphics are also setup, just need a basic (and mathematical) understanding on how to draw with it)
4. Must have a basic understanding of pre-calculus, and algebra. (this is optional for the most part, I only need one Developer that is efficient in these).

DeadLine
There will be no deadline, this is a project setup for people who have busier schedules, we will only work on our free time (it will add up! )
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I hope I find some artist and developers that are interested, if you want to contact me you can reply to this thread or simply message me on discord ( codyorr4#2329 )

PROGRESSThought I'd reach out for some feedback on my little project. This is an android two-player game for top-down boxing matches. The core mechanics are all that I have accomplished thus far, later I want to add different configurations for your boxer (special effects, increased health or damage, etc) and maybe even a single player AI to practice against.

SCREENSHOTS
#1

*****************************************************************

#2

FEEDBACKRight now the gameplay feedback I'm looking for is on the fundamental mechanics of the game.

One area of particular concern is the window of opportunity for a player to block after their opponent has begun a punch. Currently that window is one-tenth of a second, otherwise you will be to late to counter their blow. I want it to be difficult to successfully pull off a block and have it be something that requires real attention to accomplish. I'm wondering though if it isn't too difficult right now, which may encourage mindless button mashing, which is certainly not what I want to condone.

Another consideration is whether having three main actions (block, attack, charge) provides a good balance. My idea with having three main areas is that your two thumbs will have to leave one section uncovered at all times. This should result in hand movements that telegraph actions to the opponent.

Aside from these, any other constructive criticism is very welcome.

LINKMy game can be found at the Google Play Store here:
https://play.google.com/apps/testing/com.meatandgrain.PunchABunch

NOTE
There is a known graphics error when performing a special punch. There are no doubt other unknown errors as well.

Thank you for your time, I hope you'll be able to find some fun in this little game!